Drakken said:
I also believe that you should receive "blueprints" to shorten research time and not the entire technology. It is up to the nation to take advantage of the blueprint and invest time to finish the research and apply the new tech to their country.
That's very good. Perhaps instead of getting the Tech, you'd get bonus beakers toward THAT tech's discovery.
You can leave aside a tech's research and later return to where you left off, correct?
Something in this line of thought is surely workable, realistic, AND fun.
The fun, as I see it, would be from the merit of sending forth "trader/merchant" units, or other mechanisms whereby you increase trade and therefore increase osmosis, a viable alternate or complimentary strategy for tech progression.
As for getting "robbed", that's the breaks. Perhaps means of protection can be found, to add fun to that end of it. Certain civics might better protect military or industrial techs from leaching away, while other promote the accelerated leaching of other techs (like Monotheism, or Communism).
Having a scientist and/or engineer specialist within a city might also inhibit tech flight resulting from that city's foreign trade (simulating the difference between a dedicated, organized research body/guild, and looser, informal research methods). By the same token, an artist and/or priest specialist might promote the outward spread/osmosis of non-secret techs (Monotheism, Communism) along foreign trade routes.